No, it seems like player writes the instructions, given a map. In that game player writes the map, given a tape (tape had round blue/red circles). Robot could not get out of the playable area, unlike RoboZZle.
Cisco IOS, highest density information per screen of old days CLI, like "sh int" (show interface) to get almost all required information at one glance.
I also like to link to the previous discussions, because sometimes old discussions have good comments, but I usually add (97 points | March 2018 | 19 comments).
you may also check out the quite logical and convincing "Visceral Theory of Sleep":
> The visceral hypothesis suggests that during sleep, the central nervous system, particularly the cerebral cortex, switches from analyzing exteroceptive information to analyzing signals arriving from interoceptors distributed throughout all the systems of the body
9V battery was enough for two modems to communicate back-to-back, without dial tone or ringing signals, just "ATD" command on one and "ATA" on another.
Sorry in advance for not answering right to your question, but you may check sources of ManGOS/TrinityCore/family WoW servers for that.
In short, from what I know, yes, quests are stored in "quest log" fields of character data in server DB, and they are tracked by the clients and checked by the server. Some simple auto quests like "find this item" are not even tracked by server and only stored on completion. Since both client and server have all game data, the client knows about all possible quests and only shows to the player what is appropriate at a current state.
If you click through the link on that page (and click on Compiler), there are a series of articles on the development process - step by step bootstrapping stages and some further development past that point.
This project[0] is a fork of Ben Lynn’s compiler that can be bootstrapped from a binary less than 1 KB in size. The dialect of Haskell it accepts is impressive for its size and GHC-compatible too.